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Spear or trident: An average-damage melee attack with reach.Dazzling display: Cast charm person 1/dayĮach heraldic beast wields two implements (d20 twice).Spiked ball: An additional slow but heavy-damage attack.Another head (roll d12): It can bite and speak.Winged: Grant a flying speed equal to its normal Move.Talons: A fast but low-damage claw attack.Fins: Grant a swimming speed equal to its normal Move.Claws: An additional average-damage claw attack.Shell: Increase armor greatly lower Move.Stars: Sheds candlelight cast magic missile 1/day.Wounds: Ignores lesser injuries (such as those which would deal less damage than its HD).Ivy: Cast find familiar 1/day (it's a mass of vines and fruits).
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Move or Swim As human Int Cunning Morale Average The Nagas of Yenwidge HD 4 AC Breastplate and Shield Horns Average Winged: Grant a flying speed equal to its normal Move.įarm implement: A slow but average-damage melee attack. The Gungutch Reapers HD 2 AC Breastplate Bite AverageĬhained collar: Cast find familiar 1/day. Ivy: Cast find familiar 1/day (it's a mass of vines and fruits). Heraldic beasts are traditionally given plural names which indicate ownership by their family. The forms their familiars take are favored as pets and guardians by members of their families. They can have as many familiars at a time as they can cast the spell in a day. Several heraldic forms grant a beast the ability to cast find familiar. Having one's heraldic beast kill another in such a contest is not unheard of but is considered distasteful in the same way as assassinations are. A beast which defeats a higher HD beast is likely to earn status for its family and increase in HD accordingly. The family loses whatever stakes or honor were placed on the challenge, and will generally lose influence over the next few years, causing the beast to lose HD as well. Within the boundaries, once a house's beast breaks from or submits in combat, the challenge is over. The beasts understand the intent of this challenge, and will not willingly pass the flagged boundaries once engaged. Once the area has been marked by retainers, each house's heraldic beast is escorted to an opposing edge. Each party is expected to contribute equally to the production of these flags, a fact which tends to prevent less-wealthy houses from competing with those with more capital or risk bankrupting themselves before the challenge begins. The borders of the agreed region are clearly marked with flags bearing each nobles' colors and symbols. Disagreements over a duel's boundaries have been known to spark further duels, however. This can take years if the nobles involved are more concerned with saving face than actually dealing each other harm. The beast is normally fearless, only rolling its Morale when in beast duels.Ī common way to resolve disputes between nobles.įirst a region for the contest must be agreed upon. Heraldic Morale: Members of the family the beast embodies who can clearly see and hear it use its Morale or their own, whichever is greater. Few houses with more than one heraldic beast survive long before a schism. They split into two beasts if their family's influence would push them above such the split need not be even. Heraldic beasts cannot have more than 10 HD. They generally drop to all fours to move, standing somewhat awkwardly in combat or when wielding their implements. These creatures appear to sprout from a steel breastplate like an unruly houseplant. The royal family has two or three 10 HD beasts. As the house gains in size and influence, its beast's HD increases. They are tied to the fortunes of a family.